To beat the final level on epic, just use the fastest short-range units (goblins, kabooms, were-tigers, phantom ghosts etc.) and have them run forward right away. Keep your heroes at your castle so they don't die. Right before the giant yeti shows up, cast the maxed out shield spell. This should keep your units invincible until the yeti moves to where he can't hit them. After this, the yeti will basically turn back and forth right on your units without ever hitting them, and eventually the enemy castle should fall.
Gravity! GRAVITY! Wonder if anyone here will get that... Anyway, cool game. Hope you make a sequel, or another platformer with some of the same elements anyway. I'd like to see the wind used more if you do (have it change direction when gravity is applied, maybe, and make levels where you need to use it to move fog and clouds around) 5/5
Interesting concept, but I think it needs serious work. Some combos don't make a lot of sense (bacteria+swamp=worm? what?), and obviously there are way more sound ideas than actually work. While it would be impossible to implement every possible idea anyone could have, it would be nice if there were more consistency on what sorts of things are or aren't included, or some better way to direct the player (via cues from an animated world that gets filled with the creations, maybe?). There's also a lot of times when multiple elements seem like they should work, but only one does (for ex. way too few dangerous things+human=corpse)
@MysteryManNum1 "I think people should just stop complaining and enjoy the freeware that other people are putting out for the public to play, for FREE." Complaining is a major part of what the comments section is for. Granted, people do sometimes complain for stupid reasons, but a lot of what you mention is potentially legitimate. Some games are difficult in stupid, frustrating ways. Some games ARE clones, and often don't even improve on the original. Don't get me wrong: I'm fine with this game. It's amusing, if a bit too pointless. I just think you're taking the message too far if you think people should quit complaining entirely. Criticism is how things get better.
Pretty cool, but not really a game so much as a toy: holding the right arrow is about as interactive as spinning a top (less so, really). Nice waste of time.
Make the steering start off a bit better: adding crew members good at steering should make playing easier, not be a necessity to play at all. Especially as there's no way to get more money by replaying missions if you hired someone other than the +40 steering guy first (it shows my money going up from loot collected on the mission completed screen, but on the management screen it's back where it was). And as others have said, allow the player to zoom out. And/or change it so the enemies are less adept at shooting from range It's a bit unfair for them to be able to get perfect shots on me from off-screen... in the tutorial missions...
One of the best Tower Defense games I've played. The different lands mean less worrying about where to put what towers, so there's less need for repetitive trial and error than in a lot of games, but at the same time add an element of challenge. I also love how the towers' abilities actually work in unique ways, unlike a lot of games where enemies just get resistances/immunity to arbitrarily chosen elements. May need a couple difficulty curve adjustments with the ninja champions: getting brilliant on level three is harder than getting excellent on level 12, and this seems a bit off, but that's about all I can think of to criticize.
Kind of addictive, and an underrepresented genre, but ultimately has a lot of flaws. I see most of them addressed in the high-rated comments, but something I noticed is a big problem with the AI. They will continually attack neutral territories with too few troops to kill even one unit. This is especially a problem versus higher-end units such as dragons. I'm on the last southern hemisphere level as dwarves, and the humans keep attacking five dragons with three stacks, losing every time and never trying the numerous other neutral hexes. Pretty laughable.
Honestly, I'm okay with the kreds as far as the option to buy level 31, and even buying extra maps, but the premium upgrades need to be earnable, even if only by attaining ridiculous levels. I agree that there should be a low quality mode and a way to actually toggle the FF button (possibly in addition to the existing button for extra speed). Other than that, though, this is really a great TD game and still a lot of fun to play.
I think the best solution might just be to make collision non-lethal. Keep a tally so people who feel like a challenge can attempt to make it through with no collisions, but have the penalty be something like losing size, possibly even in the form of asteroids you can pick up again. This would make the game a lot more fun as the player wouldn't have to inch around slowly to avoid dying, and as an added bonus bouncing your planet off bigger planets sounds pretty fun.
DESPERATELY needs a tutorial. It's a really interesting concept, and the functions of most of the pipes and valves are reasonably well explained, but knowing how to make the steam do certain things is useless if we don't know what we need the steam to do in the first place. Expecting players to use trial and error just to figure out the barest basics of gameplay is a bit much.
Pretty cool. Get rid of the level cap, though. The game's not hard or anything, but considering how ridiculous some of the runes are to get, there should be the added incentive of eventually maxing all skills. Maybe up the exp needed past 30 or so, though, as the game's pretty easy by then.
Really nice. My one complaint is that I wish it were a little less linear: as far as I can tell the choices are 1) Protect the humans 2) Fail. With this style of immersive, storytelling game, I kind of expect a little more freedom than that. Maybe some more ways you can interact with the humans would be nice, if nothing else. Hope you keep making games, and maybe another one like this but a bit longer, with more stuff to do.
Really cool, but a couple things I wish were different:
1. Money collection: The magnet is useless on larger levels. The cash just bounces back and forth around it, and you have to move the cursor agonizingly slowly for it to not just fall back to the ground. Make the cash go directly to the magnet, not move around it. Also, the fact that levels end immediately when all people are dead sucks: make it last until the zombies die, with a button to finish sooner. Sucks to be in the middle of gathering a pile of cash when the level ends abruptly.
Second, the geography is haphazard. Kind of kills the fantasy for me: I want to feel like I'm really infecting the real world places, but the way they all look roughly the same, and have random populations makes that impossible. New York smaller than Vegas? Really? Check city populations and make them proportionate to the real world.
A bit short and easy, but I really like it. Maybe offer some sort of campaign mode where you're not trying to do things as fast as possible: it's disappointing to know there's all those upgrades, but not actually need to use them because you fix the balloon while still using a pistol and a single turret.
Ideas for a sequel: maybe have it where you land in multiple spots in a campaign, and have to upgrade the balloon if you want to bring your fort with you. And have some sort of other objective at the locations, similar to balloon repair in this one (digging up treasures? helping people?)
Really a very good engine, but there are so many balance issues (Enemy strength, haphazard difficulty curve, crappy item drops, no healing items that are cheap enough for anyone to actually use them for healing), and very few things to really make the game that interesting (Plot? Exploration? What's that?) Hope you eventually use this engine to make a game that's worthy of it.
P.S. Everyone complaining about the SFX: Let Blizzard worry about it. Seriously, who cares?
Really cool concept. My only real complaint is that, as far as I can tell, getting new letters is entirely random. This makes grinding for new letters a serious pain, as you don't even have any idea how close you are to the next letters. Change it to a points system or something (Maybe a new letter every 100 kills? Something along those lines), and/or add a way to de-transmute letters in case you end up with bad ones.
This is a rare situation where I'm not annoyed as hell because of a game being a demo. This is because A) The game is really good and B) They actually gave enough content to make it worth playing.
The idea of levels is good in that it lets you have chunks of gameplay as opposed to just lining up every single wave and having the player do them all at once. The problem is that there's no continuity from wave to wave. Perhaps start the player off against progressively harder enemies and give them progressively more cash to start with. If every level I start with $45 against weak bunnies, it gets repetitive, even if the difficulty scales up at different rates. Also, more enemies and more difference in enemies (i.e. different behaviors, different strategies needed to defeat them) would be nice.